|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Uncommon|
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Creature — Frog Mutant
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Plaxcaster Frogling Discussion
1 week ago
Varolz, the Scar-Striped is a great card if you want to be the first to recover from a board wipe.
But I actually, apart from the colorless ramp, tend to not run "staples", so that each of my decks feels fresh and unique...
3 weeks ago
suggestions for improvement:
on Basic Simic
1 month ago
1 month ago
You should toss CMDR with astericks around it after Pir, Imaginative Rascal so both show up as the commander. Also, I'd recommend running more forests since your deck is more green than blue. Simic Fluxmage, Simic Manipulator, and Vigean Graftmage, Novijen Sages, and Plaxcaster Frogling can also be run to balance the blue instead!
1 month ago
Just a few simic +1/+1 counter suggestions:
2 months ago
It surely is modern legal :) It's true it's a little slow. Do you have any particular removals and counters in mind? For now, it contains removal mechanics from Trygon Predator (enchantments and artifacts), hexproof provided by Plaxcaster Frogling +Simic Charm 2x Voidslime and 2x Essence Scatter
2 months ago
Hi everyone! I've recently started playing Magic again, after 12 years of break. My Trusty old Simic gathered a lot of dust, so I started to rebuild it using what I managed to get fast (and cheap). I wonder if it's any good and if anyone could provide any constructive feedback on what I should still change in it. I would greatly appreciete that. The card list is as below:
4x Thrummingbird 1x Vigean Hydropon 3x Trygon Predator 3x Plaxcaster Frogling 1x Vigean Graftmage 2x Vorel of the Hull Clade 2x Skyrider Patrol 3x Cytoplast Manipulator 1x Simic Ragworm 1x Cytoplast Root-Kin 1x Momir Vig, Simic Visionary 1x Experiment Kraj
ARTIFACTS and SPELLS
2 months ago
Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.
Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.
Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks
Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.
Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.
Simic Initiate - not a standalone threat, and weak to removal.
Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.
Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.
Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.
Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.
Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.
-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing
+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.
+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.
- Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.